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Augmented and Virtual Reality in Education

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This report examines the role of Augmented Reality (AR) and Virtual Reality (VR) in Education, from kindergarten and self-learners through to university students and researchers. A considerable number of schools around the world have already begun experimenting and successfully introducing AR and VR as a supplemental learning material in a range of subjects to improve the learning journey and the learning outcome. AR and VR solutions provide numerous advantages both to educators and students and are able to alleviate many challenges that the education system is facing today, such as lack of attention/motivation and knowledge retention, as well as simply offering a much deeper level of understanding through content visualization and interaction.

With AR and VR tools, students have unique opportunities to explore historic destinations that can be difficult, expensive, or impossible to access, while remaining in the classroom.  In addition, AR and VR tools allow students to gain a deeper understanding of abstract or complex subjects and phenomena that is relatively difficult to understand only by text, pictures, and video. Educators can leverage mobile devices or select AR/VR headsets that are suitable for educational content and not necessarily require significant investment, both of them provide immersive and interactive content that capture the interest of students and allow them to practice their knowledge and get a better understanding. At the same time, high end, high immersion experiences and the supporting hardware are also available if budget and need is there.

This report represents a range of educational use cases and examines in detail all the advantages and potential barriers that AR and VR solutions will face in education. Cost is the primary challenge of AR/VR tools in most markets, and especially so in education. While ROI is a primary concern for enterprise use cases, ROI in education looks different in comparison which can make it more difficult to identify actual value. Raising education efficacy, retention, and engagement among learners can be measured quantitatively through grades and overall performance, but also qualitatively in morale and approach to work, which new AR/VR experiences can track. Also analyzed are upcoming trends in hardware and software deployment for educational proposes. This includes forecasts for value chain revenues per vertical and region, hardware shipments per vertical and per form factor and AR smart glass ASPS data for education. Relevant and interesting company profiles are also included, with software providers that develop educational content and hardware players with offerings suitable for educational apps.

Table of Contents

Table of Contents

  • 1. EXECUTIVE OVERVIEW
    • 1.1. Why AR and VR Are Revolutionary Tools in Education
    • 1.2. Visualization
    • 1.3. Interactive Experiences
    • 1.4. Increasing Motivation and Performance
    • 1.5. Enhancing Communication
    • 1.6. Learning Opportunities for People with Physical Disabilities
    • 1.7. Access Information
    • 1.8. Ensure Safety
  • 2. MARKET TRENDS
    • 2.1. Devices
    • 2.2. Cost
    • 2.3. ROI
    • 2.4. Wearability, Comfort, and Displays
  • 3. MARKET FORECASTS
    • 3.1. Devices
    • 3.2. Use Cases
    • 3.3. Cost
    • 3.4. AR Market Revenues
    • 3.5. AR Smart Glasses Shipments
    • 3.6. Revenues by Region
    • 3.7. VR HMD Market Revenues and Shipments
    • 3.8. VR HMD Revenues and Shipments by Form Factor
    • 3.9. VR HMD Shipments per Region
  • 4. APPLICATIONS
    • 4.1. Solar System
    • 4.2. Anatomy
    • 4.3. Marine Life and Wildlife
    • 4.4. Virtual Field Trips
    • 4.5. Languages
    • 4.6. Physical Phenomena
    • 4.7. Public Speaking
  • 5. COMPANY PROFILES
    • 5.1. Software Providers
    • 5.2. Hardware Manufacturers
  • 6. CONCLUSION